I'm in the process of installing my dyndolod output mod for about the 15th time, and I can't seem to find a setting that allows lod lighting to show up without also having floating balls of light that aren't attached to anything. Starting in Whiterun, as soon as I get outside the city gates there's one ball of light hanging over the city just inside the wall. There's another hanging over the planes toward the tower where the first dragon encounter happens. When I turn on the free camera I'm able to find another one hanging over the entrance to Dragonsreach. I have been able to find any documentation so far that explains this, so if anyone has any insight I'd be grateful. Thanks.
Floating Light Spheres Not Attached to Any Light Source
Posted 27 December 2017 - 12:04 PM
DynDOLOD_Manual.html Glow LOD - Fake Lights
Like all other dynamic LOD references added into DynDOLOD plugins, their EditorID will lead to the plugin.esp/FormID of the source.
Edited by sheson, 27 December 2017 - 12:05 PM.
Posted 27 December 2017 - 01:04 PM
Thanks you for the reply. Based on what I've read in the manual, "light sources that light up objects / textures can not be done as true LOD". I'm assuming this means that the fake lights options have to be used if you want to see light lod for cities/city interiors. That being the case, are the light artifacts I described in my original post just something you have to live with if you plan on using the fake lights options? The light artifacts I described may indeed be attached to an original light source, but whatever that source may be it isn't anywhere near where the fake version of the light is. Locating the sources via ID is beyond my skill set atm, and even if I could find it the fake version of some of these light sources seems to be quite detached from any original light source. The light hanging over Whiterun plains in particular seems out of place; it essentially mimics a small moon. If there are ways I can manually edit something so that these artifacts don't show up I'm happy to learn (not expecting a tutorial here, but just a point in the right direction would be awesome). Thanks again.
Edited by DsevenO, 27 December 2017 - 01:11 PM.
Posted 27 December 2017 - 01:34 PM
Upon further reading, it seems that the "child world" lighting is the only one that I should be checking. This being the case, the issue that I brought up may become a non-issue. Will try this out.
Posted 27 December 2017 - 03:21 PM
That being the case, are the light artifacts I described in my original post just something you have to live with if you plan on using the fake lights options?
That are not artifacts. The fake lights are a round FX Glow mesh as explained in the manual. Just the same way the vanilla game uses them here or there.
The light artifacts I described may indeed be attached to an original light source, but whatever that source may be it isn't anywhere near where the fake version of the light is.
DynDOLOD does not invent light sources or their positions. If the Fake Lights Child Worlds is checked it will create fake lights in the parent world (Tamriel) for light sources located in the child world (like Whiterun).
Locating the sources via ID is beyond my skill set.
Go close to object, open console, click object. Note the 8 digit form id. Look up that form id in xEdit. Note the Editor ID of the object. If it is a dynamic LOD object from DynDOLOD it will be something like pluginsesp_123456 pointing to the source reference.
Replace pluginsesp with its hex load order to get the complete 8 digit form id of the source reference. Repeat in case the source reference is in a DynDOLOD plugin.
If you do not like the fake light options, do not check either Fake light checkbox when generating LOD.
Edited by sheson, 27 December 2017 - 03:22 PM.
Posted 27 December 2017 - 04:09 PM
Yep, bypassed the fake lights options, looks great. Thanks for the mini-tutorial re. object IDs.
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